AlanC9 wrote...
Paromlin wrote...
Stop with this BS already. I've seen you countless times repeating this "argument"; "standard mage tactics"... "blabl".. "autopilot". You know - you at least had to use the right combination of spells. In DA all you have to do is pump dexterity, wield two daggers, and steamroll over everything.
Hey, I thought BG was hard too until I replayed it.
Having to know some stuff that's laid out for you in the manual isn't what I'd call hard. Both DA and BG are easy once you break the systems. If anything, DA's a little harder to break since the manual doesn't tell you what you need to do -- partly because I don't think the Bio devs themselves understood the system.
Expected.

So now if there's a manual that explains what spells do, as manuals should, it's automatically an easier game? Lets make
hard(core) games by having nothing explained (which is what DA did)!!! Great idea, no!? No. That's not
hard(core), it's idiotic.
And.. just so you can analyze it further - what if a person hasn't read the manual wanting do discover what works and what doesn't, by himself? Does your theory have any value then?
D&D comp. games: You need to know what works against what. You need to
have the spells prepared. You need to care about the
spell being disrupted (positioning). You need to have the
right counter. Will you be dire charmed, will you be paralyzed, will you be burnt or will you be frozen - you need the
right stuff.
Not to mention there are countless interesting status effects that make the game much more fun. On hit properties on monsters is one of the things I missed the most in DA (well, that and common sense like NOT using level scaling, but that's another topic..) - monsters with paralyzing, confusing, charming, poisonous, fear, stat reducing, level draining etc. attacks against whom you need to work on your saving throws. Planning where to rest. Hell, even limiting your resting with RP reasons that
make sense, like wanting to save time.
That's just briefly.
DA: *looking above* None of it. Limitless mana. Limitless hp. All spells and hp are back after each encounter. Unhittable with high dex. Using bows if you're fighting dragons. No need for preparing specific spells, because you DON'T need specific spells - and even if you did, it'd be available as your mana recharges in a few seconds after every battle. Many talents you say!? HAHAH And you actually used more than 2? I didn't, because I didn't need to - and those I did use were mostly sustained.
DA cheese can be defeated only by other cheese like the corrupted spider queen that does 1 million damage with her acid spit and has also the overwhelm ability that permadisables you; it'd be ok if she weren't continually spawning another couple of spiders that keep overwhelming you as well. One of the very few battles that are hard. Not because of them being smartly thought out, but because of the cheese.
A well thought out, interesting and balanced ruleset is what this game direly needs. And not -
lets start by adding big numbers, big HP big damage, so it'll be fun fun!! <ruleset goes downhill>
Lets make it super fast!! <falls down the drain> ...
But you don't get it, do you... I think you won't until you stop building this gigantic nebula around your eyes whose only purpose is to convince yourself that DA is
the better game, in any case.